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<td align="left" id="subTitle" class="titleTableSubTitle">类&nbsp;Shader</td><td align="right" id="subNav" class="titleTableSubNav"><a href="#propertySummary">属性</a>&nbsp;| <a href="#methodSummary">方法</a></td>
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<td class="classHeaderTableLabel">包</td><td><a onclick="javascript:loadClassListFrame('class-list.html')" href="package-detail.html">org.papervision3d.materials.shaders</a></td>
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<td class="classHeaderTableLabel">类</td><td class="classSignature">public class Shader</td>
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<td class="classHeaderTableLabel">继承</td><td class="inheritanceList">Shader <img class="inheritArrow" alt="继承" title="继承" src="../../../../images/inherit-arrow.gif"> flash.events.EventDispatcher</td>
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<td class="classHeaderTableLabel">实现</td><td><a href="IShader.html">IShader</a></td>
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<td class="classHeaderTableLabel">子类</td><td><a href="../shaders/LightShader.html">LightShader</a></td>
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<th>&nbsp;</th><th colspan="2">属性</th><th colspan="2">定义方</th>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#filter">filter</a> : BitmapFilter<div class="summaryTableDescription"></div>
</td><td class="summaryTableOwnerCol">Shader</td>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#layerBlendMode">layerBlendMode</a> : String<div class="summaryTableDescription"></div>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#_blendMode">_blendMode</a> : String = "multiply"<div class="summaryTableDescription"></div>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#_filter">_filter</a> : BitmapFilter<div class="summaryTableDescription"></div>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#layers">layers</a> : Dictionary<div class="summaryTableDescription"></div>
</td><td class="summaryTableOwnerCol">Shader</td>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#_object">_object</a> : <a href="../../objects/DisplayObject3D.html">DisplayObject3D</a>
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<th>&nbsp;</th><th colspan="2">方法</th><th colspan="2">定义方</th>
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<a class="signatureLink" href="#Shader()">Shader</a>()</div>
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</td><td class="summaryTableOwnerCol">Shader</td>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
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<a class="signatureLink" href="#destroy()">destroy</a>():void</div>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
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<a class="signatureLink" href="#renderLayer()">renderLayer</a>(triangle:<a href="../../core/geom/renderables/Triangle3D.html">Triangle3D</a>, renderSessionData:<a href="../../core/render/data/RenderSessionData.html">RenderSessionData</a>, sod:<a href="../../core/render/shader/ShaderObjectData.html">ShaderObjectData</a>):void</div>
<div class="summaryTableDescription"></div>
</td><td class="summaryTableOwnerCol">Shader</td>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#renderTri()">renderTri</a>(triangle:<a href="../../core/geom/renderables/Triangle3D.html">Triangle3D</a>, renderSessionData:<a href="../../core/render/data/RenderSessionData.html">RenderSessionData</a>, sod:<a href="../../core/render/shader/ShaderObjectData.html">ShaderObjectData</a>, bmp:BitmapData):void</div>
<div class="summaryTableDescription"></div>
</td><td class="summaryTableOwnerCol">Shader</td>
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<a class="signatureLink" href="#setContainerForObject()">setContainerForObject</a>(object:<a href="../../objects/DisplayObject3D.html">DisplayObject3D</a>, layer:Sprite):void</div>
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<a class="signatureLink" href="#updateAfterRender()">updateAfterRender</a>(renderSessionData:<a href="../../core/render/data/RenderSessionData.html">RenderSessionData</a>, sod:<a href="../../core/render/shader/ShaderObjectData.html">ShaderObjectData</a>):void</div>
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</td><td class="summaryTableOwnerCol">Shader</td>
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<a name="propertyDetail"></a>
<div class="detailSectionHeader">属性详细信息</div>
<a name="_blendMode"></a>
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<td class="detailHeaderName">_blendMode</td><td class="detailHeaderType">属性</td>
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<code>protected var _blendMode:String = "multiply"</code>
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<a name="_filter"></a>
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<td class="detailHeaderName">_filter</td><td class="detailHeaderType">属性</td><td class="detailHeaderRule">&nbsp;</td>
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<code>protected var _filter:BitmapFilter</code>
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<td class="detailHeaderName">filter</td><td class="detailHeaderType">属性</td><td class="detailHeaderRule">&nbsp;</td>
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<code>filter:BitmapFilter</code>&nbsp;&nbsp;[读写]<p></p><span class="label">实现</span>
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<code>&nbsp;&nbsp;&nbsp;&nbsp;public function get filter():BitmapFilter</code>
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<code>&nbsp;&nbsp;&nbsp;&nbsp;public function set filter(value:BitmapFilter):void</code>
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<td class="detailHeaderName">layerBlendMode</td><td class="detailHeaderType">属性</td><td class="detailHeaderRule">&nbsp;</td>
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<code>layerBlendMode:String</code>&nbsp;&nbsp;[读写]<p></p><span class="label">实现</span>
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<code>&nbsp;&nbsp;&nbsp;&nbsp;public function get layerBlendMode():String</code>
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<code>&nbsp;&nbsp;&nbsp;&nbsp;public function set layerBlendMode(value:String):void</code>
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<td class="detailHeaderName">layers</td><td class="detailHeaderType">属性</td><td class="detailHeaderRule">&nbsp;</td>
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<code>protected var layers:Dictionary</code>
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<td class="detailHeaderName">_object</td><td class="detailHeaderType">属性</td><td class="detailHeaderRule">&nbsp;</td>
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<code>protected var _object:<a href="../../objects/DisplayObject3D.html">DisplayObject3D</a></code>
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<a name="constructorDetail"></a>
<div class="detailSectionHeader">构造函数详细信息</div>
<a name="Shader()"></a>
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<td class="detailHeaderName">Shader</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">构造函数</td>
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<code>public function Shader()</code>
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<a name="methodDetail"></a>
<div class="detailSectionHeader">方法详细信息</div>
<a name="destroy()"></a>
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<td class="detailHeaderName">destroy</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">方法</td>
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<code>public function destroy():void</code>
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<a name="renderLayer()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
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<td class="detailHeaderName">renderLayer</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">方法</td><td class="detailHeaderRule">&nbsp;</td>
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<code>public function renderLayer(triangle:<a href="../../core/geom/renderables/Triangle3D.html">Triangle3D</a>, renderSessionData:<a href="../../core/render/data/RenderSessionData.html">RenderSessionData</a>, sod:<a href="../../core/render/shader/ShaderObjectData.html">ShaderObjectData</a>):void</code><p></p><span class="label">参数</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20px"></td><td><code><span class="label">triangle</span>:<a href="../../core/geom/renderables/Triangle3D.html">Triangle3D</a></code></td>
</tr>
<tr>
<td class="paramSpacer">&nbsp;</td>
</tr>
<tr>
<td width="20px"></td><td><code><span class="label">renderSessionData</span>:<a href="../../core/render/data/RenderSessionData.html">RenderSessionData</a></code></td>
</tr>
<tr>
<td class="paramSpacer">&nbsp;</td>
</tr>
<tr>
<td width="20px"></td><td><code><span class="label">sod</span>:<a href="../../core/render/shader/ShaderObjectData.html">ShaderObjectData</a></code></td>
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<td class="detailHeaderName">renderTri</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">方法</td><td class="detailHeaderRule">&nbsp;</td>
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<code>public function renderTri(triangle:<a href="../../core/geom/renderables/Triangle3D.html">Triangle3D</a>, renderSessionData:<a href="../../core/render/data/RenderSessionData.html">RenderSessionData</a>, sod:<a href="../../core/render/shader/ShaderObjectData.html">ShaderObjectData</a>, bmp:BitmapData):void</code><p></p><span class="label">参数</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20px"></td><td><code><span class="label">triangle</span>:<a href="../../core/geom/renderables/Triangle3D.html">Triangle3D</a></code></td>
</tr>
<tr>
<td class="paramSpacer">&nbsp;</td>
</tr>
<tr>
<td width="20px"></td><td><code><span class="label">renderSessionData</span>:<a href="../../core/render/data/RenderSessionData.html">RenderSessionData</a></code></td>
</tr>
<tr>
<td class="paramSpacer">&nbsp;</td>
</tr>
<tr>
<td width="20px"></td><td><code><span class="label">sod</span>:<a href="../../core/render/shader/ShaderObjectData.html">ShaderObjectData</a></code></td>
</tr>
<tr>
<td class="paramSpacer">&nbsp;</td>
</tr>
<tr>
<td width="20px"></td><td><code><span class="label">bmp</span>:BitmapData</code></td>
</tr>
</table>
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<a name="setContainerForObject()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">setContainerForObject</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">方法</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
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<div class="detailBody">
<code>public function setContainerForObject(object:<a href="../../objects/DisplayObject3D.html">DisplayObject3D</a>, layer:Sprite):void</code><p></p><span class="label">参数</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20px"></td><td><code><span class="label">object</span>:<a href="../../objects/DisplayObject3D.html">DisplayObject3D</a></code></td>
</tr>
<tr>
<td class="paramSpacer">&nbsp;</td>
</tr>
<tr>
<td width="20px"></td><td><code><span class="label">layer</span>:Sprite</code></td>
</tr>
</table>
</div>
<a name="updateAfterRender()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">updateAfterRender</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">方法</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public function updateAfterRender(renderSessionData:<a href="../../core/render/data/RenderSessionData.html">RenderSessionData</a>, sod:<a href="../../core/render/shader/ShaderObjectData.html">ShaderObjectData</a>):void</code><p></p><span class="label">参数</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20px"></td><td><code><span class="label">renderSessionData</span>:<a href="../../core/render/data/RenderSessionData.html">RenderSessionData</a></code></td>
</tr>
<tr>
<td class="paramSpacer">&nbsp;</td>
</tr>
<tr>
<td width="20px"></td><td><code><span class="label">sod</span>:<a href="../../core/render/shader/ShaderObjectData.html">ShaderObjectData</a></code></td>
</tr>
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